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path: root/sword1/screen.cpp
AgeCommit message (Collapse)Author
2006-01-18Update copyright noticeEugene Sandulenko
svn-id: r20088
2005-11-08minor cleanupRobert Göffringmann
svn-id: r19517
2005-11-08another scrolling fix, the engine didn't scroll all the way to the end of ↵Robert Göffringmann
the screens before. svn-id: r19516
2005-11-05Removed obsolete codeChris Apers
svn-id: r19476
2005-11-04fixed bug #1345130: BS1: Scrolling regression.Robert Göffringmann
Could possibly cause other problems, needs testing. Testing, also in respect to #1077394 svn-id: r19426
2005-10-18Update FSF address. Eek. Actually that took place on May 1, 2005Eugene Sandulenko
svn-id: r19142
2005-07-30Remove trailing whitespaces.Eugene Sandulenko
svn-id: r18604
2005-06-24When including files from common/, explicitly use the common/ prefixMax Horn
svn-id: r18444
2005-03-11Renamed variables in the MPEG animation classes to better conform withTorbjörn Andersson
ScummVM standard. It seems the 8-bit version of the code had decayed slightly, but I believe it's working again now. svn-id: r17081
2005-03-11CleanupChris Apers
svn-id: r17080
2005-01-01Updated copyrightMax Horn
svn-id: r16398
2004-12-10Many PalmOS ARM optimizationsChris Apers
svn-id: r16013
2004-12-09make scrolling smooth.Robert Göffringmann
svn-id: r16005
2004-12-05forgot to remove this.Robert Göffringmann
svn-id: r15986
2004-12-04clear scroll offsets... not sure if this is actually necessary, but it ↵Robert Göffringmann
*could* be related to bug #1077394 svn-id: r15981
2004-11-09free memory on quit.Robert Göffringmann
Still leaks some, though svn-id: r15735
2004-10-21Fixed alignment problem with BS1 demoChris Apers
svn-id: r15631
2004-05-02This fixes bug #917427, a masking problem, hopefully without causing anyTorbjörn Andersson
regressions. What the patch does is to make sure to check all layers when masking a sprite, since it's possible that it's being masked by several layers at the same time. The old code simply picked the first masking layer. svn-id: r13744
2004-03-28Renamed more OSystem methodsMax Horn
svn-id: r13410
2004-03-01When scrolling, force a full redraw not only when the scroll offset changesTorbjörn Andersson
but also on the first frame where it doesn't. This is necessary because parallax layers may be drawn on the *old* scroll offset (for reasons unknown to me). To see the bug, walk right from the first screen until you reach the tree. Notice how the part of the tree you walk behind gets redrawn slightly to the left. svn-id: r13120
2004-03-01Fix from Roever for bug #892827James Brown
svn-id: r13107
2004-02-28renamed more OSystem methods to follow our naming scheme; renamed ↵Max Horn
NewGuiColor to OverlayColor; fixed some calls to error() in the SDL backend svn-id: r13087
2004-02-22Cody56's fix for a minor graphics glitch.Torbjörn Andersson
<Cody56> but don't commit it to the 0.6.0 branch svn-id: r12993
2004-02-22Free _screenBuf and _screenGrid before allocating new ones.Torbjörn Andersson
svn-id: r12990
2004-01-18BS1 cutscene support. Also bugfixes (don't crash if cutscene ogg unavailable)James Brown
svn-id: r12465
2004-01-11Introduced new namespace, Sword1, removing the "Sword" and "Bs" prefixes inTorbjörn Andersson
the process, except for SwordEngine. Some minor cleanups along the wa, e.g. stdafx.h already includes <stdio.h>, <stdlib.h> and <math.h> so there shouldn't be any need to do it elsewhere. svn-id: r12320
2004-01-09fix for bug #872916: BS1 scrolling glitchRobert Göffringmann
svn-id: r12271
2004-01-07implemented drawing of additional scrolling framesRobert Göffringmann
svn-id: r12223
2004-01-07Tried to make the menus behave a bit more like the original. Perhaps mostTorbjörn Andersson
noticeably: * It no longer matters where you release the mouse button when talking to someone. It uses whatever topic you selected on mouse-down. * The inventory menu doesn't vanish if you're holding an object, even if you move the pointer away from it. * When using an object on a character (to talk to him about it), the top menu fades away, rather than vanishing instantly. Ok, that last change is rather non-obvious, but it does obsolete the clearMenu() function, which has therefore been removed. svn-id: r12222
2004-01-06updated copyright noticeMax Horn
svn-id: r12176
2004-01-04fixed screen updatingRobert Göffringmann
svn-id: r12146
2004-01-04removed speed button from control panel and made the game do a full screen ↵Robert Göffringmann
refresh after leaving the control panel svn-id: r12127
2004-01-03changed screen drawing code to only redraw blocks that changed.Robert Göffringmann
svn-id: r12109
2004-01-03eriktorbjorn's fix for a crash when sprite were completely outside of the screenRobert Göffringmann
svn-id: r12106
2003-12-28this fixes the remaining glitchesRobert Göffringmann
svn-id: r12004
2003-12-23Microsoft Compilers : Which part of the standard do you want to break today ?Nicolas Bacca
svn-id: r11866
2003-12-22fixed some animation bugsRobert Göffringmann
svn-id: r11862
2003-12-22fixed screen and music fadingRobert Göffringmann
svn-id: r11861
2003-12-22another change to verticalMask(). this should fix the remaining sprite ↵Robert Göffringmann
priority issues svn-id: r11853
2003-12-22added fnSetPaletteToFade/fnSetPaletteToCutRobert Göffringmann
svn-id: r11851
2003-12-22changed the way the control panel is startedRobert Göffringmann
svn-id: r11844
2003-12-22work around a GCC bug.Robert Göffringmann
svn-id: r11843
2003-12-21Highlight the correct (I hope!) menu icon during conversation, and do theTorbjörn Andersson
cheesy menu fade-in/fade-out. svn-id: r11831
2003-12-21fixed scrollingRobert Göffringmann
svn-id: r11830
2003-12-21fixed parallax drawing for room 54Robert Göffringmann
svn-id: r11828
2003-12-20fixed crashes after restoring a savegame, added fnSetPaletteToFade and ↵Robert Göffringmann
changed speech code to distinguish between CD1 and CD2. (now needs SPEECH1.CLU and SPEECH2.CLU) svn-id: r11789
2003-12-20sprites should now be rendered correctly.Robert Göffringmann
svn-id: r11784
2003-12-20Modified the calculation of where to draw parallaxes to be more like theTorbjörn Andersson
one in Broken Sword II. At least the first room appears to behave like the original now. (Except for a masking bug, which is almost certainly unrelated to parallaxes.) svn-id: r11781
2003-12-20A comment in decompressRLE0() said that the images are vertically flipped,Torbjörn Andersson
but I'm not so sure. I've changed the code to assume that they're not, and this fixes both the drawing of the worker in the background of the first room, and of the fan at the police station. svn-id: r11780
2003-12-19Changed abs() to ABS(), and changed a sorting function to use SWAP()Torbjörn Andersson
svn-id: r11761